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Post by Pttg on Aug 19, 2017 21:14:35 GMT
Not to sound unappreciative -- and indeed, recognizing that this game gets a lot more support than many others do, especially considering the niche market -- but is there an ETA for the next patch? I heard some features were still in the pipeline and I can't wait to see them in practice.
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Post by teeth on Aug 19, 2017 22:10:31 GMT
What features do we know are still in the pipeline? I'm hoping for explicit sensors and communications soon.
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Post by jtyotjotjipaefvj on Aug 19, 2017 22:23:56 GMT
Sensors would be baller. Some uncertainty in enemy vector sensing would probably make long-range combat a bit less effective. Having all combat happen at 1000 km is a bit boring.
Better homing would also be nice to have, as well as more stable orbital velocities at high speeds and high accelerations.
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Post by The Astronomer on Aug 20, 2017 0:45:24 GMT
I'm looking forward to implementation of temperature system and propellant boil-off sometimes in the future updates, if possible. Shouldn't be too hard to implement, I guess.
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Post by princesskibble on Aug 20, 2017 1:10:22 GMT
I'm looking forward to implementation of temperature system and propellant boil-off sometimes in the future updates, if possible. Shouldn't be too hard to implement, I guess. I asked Q about boil off before the game came out and he said it was in it. But it must be unrealistic cause in this game cryogenic fuel will sit nicely in your tanks for days or even months without noticeable boil off! IRL it is a real problem that requires solutions like storable fuel. Speaking of, I want storable fuels in the next update!!! Solar panels and radars!
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Post by The Astronomer on Aug 20, 2017 1:13:16 GMT
I'm looking forward to implementation of temperature system and propellant boil-off sometimes in the future updates, if possible. Shouldn't be too hard to implement, I guess. I asked Q about boil off before the game came out and he said it was in it. But it must be unrealistic cause in this game cryogenic fuel will sit nicely in your tanks for days or even months without noticeable boil off! I'll try three years. I don't see them coming off. I wonder how can they keep hydrogen in like that.
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Post by RiftandRend on Aug 20, 2017 1:50:38 GMT
I'm looking forward to implementation of temperature system and propellant boil-off sometimes in the future updates, if possible. Shouldn't be too hard to implement, I guess. I asked Q about boil off before the game came out and he said it was in it. But it must be unrealistic cause in this game cryogenic fuel will sit nicely in your tanks for days or even months without noticeable boil off! IRL it is a real problem that requires solutions like storable fuel. Speaking of, I want storable fuels in the next update!!! Solar panels and radars! I don't think we will see radar. It's poorly suited to long range and can be countered with coatings. The only sensors that I think would be used would be IR and visual telescopes.
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Post by jtyotjotjipaefvj on Aug 20, 2017 1:56:00 GMT
IR or visible light wouldn't be able to see submunitions deployed from an intersect trajectory though, would it? You could have drones zigzagging and deploying submunitions from varying trajectories. The dark, cold munitions wouldn't be easily detectable even if you could track the drone perfectly due to exhaust fumes. I can still see radar having its uses.
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Post by princesskibble on Aug 20, 2017 2:40:50 GMT
I asked Q about boil off before the game came out and he said it was in it. But it must be unrealistic cause in this game cryogenic fuel will sit nicely in your tanks for days or even months without noticeable boil off! IRL it is a real problem that requires solutions like storable fuel. Speaking of, I want storable fuels in the next update!!! Solar panels and radars! I don't think we will see radar. It's poorly suited to long range and can be countered with coatings. The only sensors that I think would be used would be IR and visual telescopes. To a telescope, a close asteroid approach looks like a bright dot, with radar you can make out it's shape :3 Radar is perfect for fire control - precise targeting and homing. A Tomahawk cruise missile could fly thru your bedroom window and not because it's TV or IR guided!
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Post by Rocket Witch on Aug 20, 2017 7:05:21 GMT
What features do we know are still in the pipeline? I'm hoping for explicit sensors and communications soon. Turboelectric reactors — one of the infolinks pages talks about them like they're already in the game (did the same for capacitors too) and there is a turbine module in limits.txt. Multiple turbopumps (as requested by someusername6) may also be added as there is a stage count variable for them in limits.txt. Q posted once that tripropellant support and multiple combustion chambers per engine are "on the to do list" but who knows how long that is. Edit: There's also a limit parameter for liquid 'barrel cooling', used only for cooling lasers currently, but the name suggests gun use is intended at some point.
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Post by RiftandRend on Aug 20, 2017 10:01:18 GMT
I don't think we will see radar. It's poorly suited to long range and can be countered with coatings. The only sensors that I think would be used would be IR and visual telescopes. To a telescope, a close asteroid approach looks like a bright dot, with radar you can make out it's shape :3 Radar is perfect for fire control - precise targeting and homing. A Tomahawk cruise missile could fly thru your bedroom window and not because it's TV or IR guided! Radar has to fight hard against the inverse square law, limiting its practical range. You can mask a ship against radar. It is near impossible to mask a ship from IR and its acquisition range is extreme.
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Post by princesskibble on Aug 20, 2017 15:26:00 GMT
To a telescope, a close asteroid approach looks like a bright dot, with radar you can make out it's shape :3 Radar is perfect for fire control - precise targeting and homing. A Tomahawk cruise missile could fly thru your bedroom window and not because it's TV or IR guided! Radar has to fight hard against the inverse square law, limiting its practical range. You can mask a ship against radar. It is near impossible to mask a ship from IR and its acquisition range is extreme. I never said early warning would be done with radar. Strategic interplanetary detection of hostile space vehicles has to be done with infrared telescopes, because of the extreme range like you said. But you need radar too, in case anything is against the background of a bright planet, or lost in the glare of the sun, or so dim you won't be able to even make it out until too late. It may have to fight against the inverse square law but radar still works out to a long distance based on the size of your antenna, and big ships can afford big antennas. At the practical range for laserstars, a big telescope will see a blob of pixels for a target, and be super inaccurate, but attach a radar to it and you can see individual modules to shoot at. Plus for active radar homing missiles and drones at least it's not even an issue considering how close they get to the target! Stealth coatings and shape really don't work very well, it's just another in a long list of ECMs, but a highly skilled pilot aways beats advanced ECM. It's not like an unbeatable shield. For equally skilled pilots whoever has more advanced systems has the upper hand in the EM spectrum thou, but that doesn't make radar obsolete even a little IRL. Either way, it would be simple to add - design an antenna and just check to set it from passive to active (adding a radar set) and I think weapon accuracy would go way up, and you could resolve their orbit way faster
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Post by Rocket Witch on Aug 20, 2017 15:51:49 GMT
Spacecraft would carry all kinds of sensors, likely even if some of them are practically never used, like submarines having radar and periscopes. One might have to start making choices when it comes to things like missiles, but it very well could be worth increasing their expense to make them multimodal. Speaking of, I want storable fuels in the next update!!! Solar panels and radars! Are you aware that storable hypergolics were added a while ago? N2O4, WFNA, MMH, UDMH and a set of combustion reactions were added first as a mod, then adopted officially. I also extended the number of WFNA reactions to include MMH and UDMH recently, as well as including a non-hypergolic RP-1 reaction based on the Soviet R-12 missile: childrenofadeadearth.boards.net/thread/1677Is there anything else you had in mind? I can look into adding it.
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Post by The Astronomer on Aug 20, 2017 16:09:59 GMT
Maybe adding luminosity to CelestialBodies.txt should help a lot in implementation of solar panels and thermal control systems for spacecrafts operating near hot objects.
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Post by princesskibble on Aug 20, 2017 16:20:16 GMT
Spacecraft would carry all kinds of sensors, likely even if some of them are practically never used, like submarines having radar and periscopes. One might have to start making choices when it comes to things like missiles, but it very well could be worth increasing their expense to make them multimodal. Speaking of, I want storable fuels in the next update!!! Solar panels and radars! Are you aware that storable hypergolics were added a while ago? N2O4, WFNA, MMH, UDMH and a set of combustion reactions were added first as a mod, then adopted officially. I also extended the number of WFNA reactions to include MMH and UDMH recently, as well as including a non-hypergolic RP-1 reaction based on the Soviet R-12 missile: childrenofadeadearth.boards.net/thread/1677Is there anything else you had in mind? I can look into adding it. I need to make more rocket engines lol I had no idea that was added!! Does the WFNA stats include an inhibitor compound? I don't think the game models tank corrosion and stuff or fluorine would never be used as rocket fuel! Awesome thread btw! <3 You should add aniline and aerozine 50!
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